Friday, August 14, 2009

The newest Team Fortress 2 patch is LIVE. Hats, King of the Hill, new maps, revamped old maps, and other Team Fortress 2 goodness can be found here:

New Content:

* Added King Of The Hill game mode. * Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. * Added lots of new hats. * Added koth_Viaduct. * Added ctf_Sawmill * Added community map Arena_Offblast * Added community map Cp_Yukon

Additions / Changes:

* Added "Auto Reload" option to the multiplayer advanced options. * Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. * Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. * Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. * Significantly reduced the amount of network traffic being sent. * Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. * Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. * Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. * Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). * Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. * Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. * Added an "Inspect" key that allows you to look at items being carried by your team mates. * Backpack improvements: - Added drag & drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. * Cloaked Spies standing in valid backstab positions no longer raise their knife. * Added current map name and gametype to the bottom right of scoreboard. * Added class icons to tips on the loadout and loading screens. * Improved visuals around flags when they're being carried by a player. * Improved critboosted visuals, making it much clearer when an enemy has critboost. * Updated the loading panel to show the game type under the map name during level transition. * In-game chat dialog now supports full Unicode characters. * Added BLU main menu background. * Added response caching for some server queries to help reduce the CPU load from DOS attacks. * Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.

Map Changes:

* Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. * Update Arena_Sawmill - Fixed DirectX8 bug where some models would not be visible. - Fixed exploit with building teleporters outside of the map. * Updated CP_Granary - Made a few changes to improve balance based on competitive community feedback.

Item Reworks:

* The Force of Nature - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast. - Enemies cannot be juggled by the FaN's effect. - The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards. - Knockback is now scaled by damage done. * The Sandman - A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun. - Stunned players now take 75% of all incoming damage instead of 50%. - Übercharged players can no longer be stunned. - Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed). - The minimum distance to stun a target has been reduced. - The negative attribute has changed from "no double jump" to "-30 max health".

Fixes:

* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs. * Fixed an exploit that allowed players to work around sv_pure. * Particle files are now protected by sv_pure. * Fixed critboost effect getting stuck on when you die while critboosted. * Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players. * Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife. * Fixed an exploit where you could reload The Huntsman faster than intended. * Fixed Heavy "civilian" exploit. * Fixed a set of exploits using the DXSupport config files. * Fixed r_screenfademinsize and r_screenfademaxsize exploits. * Fixed sentries firing at a fully cloaked Spy if they're still the closest target.

Community requests:

* Added a HUD element for hybrid CTF & CP maps. - Supports 1 or 2 flags, and any number of CPs. - Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it. * Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards. Format: "%s" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d") * Added new "medic_death" event for server logs Format: "%s" triggered "medic_death" against "%s" (healing "%d") (ubercharge "%s") - healing is the amount the Medic healed in that life - ubercharge (1/0) is whether they died with a full charge * Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.

The newest Team Fortress 2 patch is LIVE. Hats, King of the Hill, new maps, revamped old maps, and other Team Fortress 2 goodness can be found here:

New Content:

* Added King Of The Hill game mode. * Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. * Added lots of new hats. * Added koth_Viaduct. * Added ctf_Sawmill * Added community map Arena_Offblast * Added community map Cp_Yukon

Additions / Changes:

* Added "Auto Reload" option to the multiplayer advanced options. * Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. * Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. * Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. * Significantly reduced the amount of network traffic being sent. * Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. * Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. * Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. * Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). * Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. * Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. * Added an "Inspect" key that allows you to look at items being carried by your team mates. * Backpack improvements: - Added drag & drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. * Cloaked Spies standing in valid backstab positions no longer raise their knife. * Added current map name and gametype to the bottom right of scoreboard. * Added class icons to tips on the loadout and loading screens. * Improved visuals around flags when they're being carried by a player. * Improved critboosted visuals, making it much clearer when an enemy has critboost. * Updated the loading panel to show the game type under the map name during level transition. * In-game chat dialog now supports full Unicode characters. * Added BLU main menu background. * Added response caching for some server queries to help reduce the CPU load from DOS attacks. * Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.

Map Changes:

* Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. * Update Arena_Sawmill - Fixed DirectX8 bug where some models would not be visible. - Fixed exploit with building teleporters outside of the map. * Updated CP_Granary - Made a few changes to improve balance based on competitive community feedback.

Item Reworks:

* The Force of Nature - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast. - Enemies cannot be juggled by the FaN's effect. - The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards. - Knockback is now scaled by damage done. * The Sandman - A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun. - Stunned players now take 75% of all incoming damage instead of 50%. - Übercharged players can no longer be stunned. - Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed). - The minimum distance to stun a target has been reduced. - The negative attribute has changed from "no double jump" to "-30 max health".

Fixes:

* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs. * Fixed an exploit that allowed players to work around sv_pure. * Particle files are now protected by sv_pure. * Fixed critboost effect getting stuck on when you die while critboosted. * Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players. * Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife. * Fixed an exploit where you could reload The Huntsman faster than intended. * Fixed Heavy "civilian" exploit. * Fixed a set of exploits using the DXSupport config files. * Fixed r_screenfademinsize and r_screenfademaxsize exploits. * Fixed sentries firing at a fully cloaked Spy if they're still the closest target.

Community requests:

* Added a HUD element for hybrid CTF & CP maps. - Supports 1 or 2 flags, and any number of CPs. - Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it. * Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards. Format: "%s" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d") * Added new "medic_death" event for server logs Format: "%s" triggered "medic_death" against "%s" (healing "%d") (ubercharge "%s") - healing is the amount the Medic healed in that life - ubercharge (1/0) is whether they died with a full charge * Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.